Particles.Arcade.Emitter#resetCursor()

resetCursor(index) → {any} Sets the group cursor to the first child in the group. If the optional index parameter is given it sets the cursor to the object at that index instead. Parameters Name Type Argument Default Description index integer <optional> 0 Set the cursor to point to a specific index. Returns any - The child the cursor now points to. Inherited From Phaser.Group#resetCursor Source code: core/Group.js (Line 806)

TileSprite#anchor

anchor :Point The anchor sets the origin point of the texture.The default is 0,0 this means the texture's origin is the top leftSetting than anchor to 0.5,0.5 means the textures origin is centeredSetting the anchor to 1,1 would mean the textures origin points will be the bottom right corner Inherited From PIXI.Sprite#anchor Source code: pixi/display/Sprite.js (Line 17)

Physics.P2#createDistanceConstraint()

createDistanceConstraint(bodyA, bodyB, distance, localAnchorA, localAnchorB, maxForce) → {Phaser.Physics.P2.DistanceConstraint} Creates a constraint that tries to keep the distance between two bodies constant. Parameters Name Type Argument Description bodyA Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body First connected body. bodyB Phaser.Sprite | Phaser.Physics.P2.Body | p2.Body Second connected body. distance number The distance to keep between the bodies. localAnchorA Array

Particle#frame

frame : integer Gets or sets the current frame index of the texture being used to render this Game Object. To change the frame set frame to the index of the new frame in the sprite sheet you wish this Game Object to use,for example: player.frame = 4. If the frame index given doesn't exist it will revert to the first frame found in the texture. If you are using a texture atlas then you should use the frameName property instead. If you wish to fully replace the texture being used see loadTextur

Color.HSLColorWheel()

<static> HSLColorWheel(s, l) → {array} Get HSL color wheel values in an array which will be 360 elements in size. Parameters Name Type Argument Default Description s number <optional> 0.5 The saturation, in the range 0 - 1. l number <optional> 0.5 The lightness, in the range 0 - 1. Returns array - An array containing 360 elements corresponding to the HSL color wheel. Source code: utils/Color.js (Line 735)

Physics.P2#pxm()

pxm(v) → {number} Convert pixel value to p2 physics scale (meters).By default Phaser uses a scale of 20px per meter.If you need to modify this you can over-ride these functions via the Physics Configuration object. Parameters Name Type Description v number The value to convert. Returns number - The scaled value. Source code: physics/p2/World.js (Line 1792)

FlexLayer#enableBodyDebug

enableBodyDebug : boolean If true when a physics body is created (via enableBody) it will create a physics debug object as well. This only works for P2 bodies. Inherited From Phaser.Group#enableBodyDebug Source code: core/Group.js (Line 217)

Easing.Quadratic#In()

In(k) → {number} Ease-in. Parameters Name Type Description k number The value to be tweened. Returns number - k^2. Source code: tween/Easing.js (Line 45)

Sprite#game

game : Phaser.Game A reference to the currently running Game. Inherited From Phaser.Component.Core#game Source code: gameobjects/components/Core.js (Line 142)

Input#game

game : Phaser.Game A reference to the currently running game. Source code: input/Input.js (Line 20)